In part 3, we look at some real-world examples of material set up outlined in tutorial 1 and 2.
In part two of the metal and paint tutorial, we look at nuanced adjustments to the materials.
This materials tutorial shows how to set up a basic metal and paint material.
In this tutorial we take a look at applying a material using a subset so its bitmap only applies to the outside of a mug.
This rendering and texturing tutorial discusses the use of ‘rich white’ (akin to rich black used for printing blacks using all 4 cmyk components) to help prevent areas of label art from blowing out. This technique also allows for reflections to overlay the white areas. Additionally, the concept of gamma and how Design 3D handles this relative to imported art is discussed.
In this tutorial we take a look at the geometry conversion pathway, taking UV mapping into account. The need to work with an object’s UV data is a deciding factor for why you may need to change a bezier-based object into a polygon one.